• Title/Summary/Keyword: Flocking Behavior

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An Improved Algorithm of Searching Neighbor Agents in a Large Flocking Behavior (대규모 무리 짓기에서 이웃 에이전트 탐색의 개선된 알고리즘)

  • Lee, Jae-Moon;Jung, In-Hwan
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.763-770
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    • 2010
  • This paper proposes an algorithm to enhance the performance of the spatial partitioning method for a flocking behavior. One of the characteristics in a flocking behavior is that two agents may share many common neighbors if they are spatially close to each other. This paper improves the spatial partitioning method by applying this characteristic. While the conventional spatial partitioning method computes the k-nearest neighbors of an agent one by one, the proposed method computes simultaneously the k-nearest neighbors of agents if they are spatially close to each other. The proposed algorithm was implemented and its performance was experimentally compared with the original spatial partitioning method. The results of the comparison showed that the proposed algorithm outperformed the original method by about 33% in average.

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

A Parallel Processing of Finding Neighbor Agents in Flocking Behaviors Using GPU (GPU를 이용한 무리 짓기에서 이웃 에이전트 찾기의 병렬 처리)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.95-102
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    • 2010
  • This paper proposes a parallel algorithm of the flocking behaviors using GPU. To do this, we used CUDA as the parallel processing architecture of GPU and then analyzed its characteristics and constraints. Based on them, the paper improved the performance by parallelizing to find the neighbors for an agent which requires the largest cost in the flocking behaviors. We implemented the proposed algorithm on GTX 285 GPU and compared experimentally its performance with the original spatial partitioning method. The results of the comparison showed that the proposed algorithm outperformed the original method up to 9 times with respect to the execution time.

Boids′ Behavioral Modeling based Fuzzy Flocking (퍼지 플로킹 기반의 보이드 행동 모델링)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.2
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    • pp.195-200
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    • 2004
  • Computer games use an intelligent method called flocking for boids' group behavioral modeling. Flocking can naturally model group behavioral patterns of unpredictable forms such as birds and fishes using some computer resource. In this paper, we implemented an ecosystem which is composed of predator and prey for group behavioral modeling of real underwater ecosystem. Also fuzzy logic is applied to implement instinct desire of ecosystem elements. As the result, we confirmed that the model can overcome breakdown of ecosystem and model naturally ecosystem behavior.

Multi-Agent based Design of Autonomous UAVs for both Flocking and Formation Flight (새 떼 비행 및 대형비행을 위한 다중에이전트 기반 자율 UAV 설계)

  • Ha, Sun-ho;Chi, Sung-do
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.521-528
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    • 2017
  • Research on AI is essential to build a system with collective intelligence that allows a large number of UAVs to maintain their flight while carrying out various missions. A typical approach of AI includes 'top-down' approach, which is a rule-based logic reasoning method including expert system, and 'bottom-up approach' in which overall behavior is determined through partial interaction between simple objects such as artificial neural network and Flocking Algorithm. In the same study as the existing Flocking Algorithm, individuals can not perform individual tasks. In addition, studies such as UAV formation flight can not flexibly cope with problems caused by partial flight defects. In this paper, we propose organic integration between top - down approach and bottom - up approach through multi - agent system, and suggest a flight flight algorithm which can perform flexible mission through it.

Lifelike Behaviors of Collective Autonomous Mobile Agents

  • Min, Suk-Ki;Hoon Kang
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.176-180
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    • 1998
  • We may gaze at some peculiar scenes of flocking of birds and fishes. This paper demonstrates that multiple agent mobile robots show complex behaviors from efficient and strategic rules. The simulated flock are realized by a distributed behavioral model and each mobile robot decides its own motion as an individual which moves constantly by sensing the dynamic environment.

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A Path Finding of Group Game Character Using A Modified Alignment Steering Behavior of Flocking Algorithm (플로킹 알고리즘에서 수정된 정렬 조타행동 알고리즘을 이용한 집단 게임캐릭터 길찾기)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.293-294
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    • 2013
  • 다양한 생물체의 행동 원리를 이용하여 모델링한 알고리즘을 생체모방 알고리즘(Biologically Inspired Algorithm)이라고 한다. 본 논문에서는 생체모방 알고리즘 중 동물 집단의 행동을 모델링한 플로킹 알고리즘(Flocking Algorithm)을 이용한 집단 게임 캐릭터의 길찾기 방법을 제안한다. 플로킹 알고리즘의 조타행동은 크게 분리(Separation), 정렬(Alignment), 응집(Cohesion), 회피(Avoidance)로 구성되어 있다. 게임에서의 기존 플로킹 알고리즘은 주로 여러 개의 몬스터나 NPC 들로 구성된 몇 개의 그룹 단위로 독자적인 집단 행동을 하는 경우에 적합하다. 그러나, 게임플레이어가 제어하는 캐릭터가 많은 경우, 기존 알고리즘은 플레이어가 선택한 캐릭터 그룹을 목표지점으로 이동하는 방법으로 적합하지 않다. 따라서 본 논문에서는 게임 플레이어가 제어하는 집단 게임캐릭터의 목표 지점까지의 길찾기를 위한 수정된 정렬 조타행동 알고리즘을 제안한다.

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Mathematical modeling for flocking flight of autonomous multi-UAV system, including environmental factors

  • Kwon, Youngho;Hwang, Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.595-609
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    • 2020
  • In this study, we propose a decentralized mathematical model for predictive control of a system of multi-autonomous unmanned aerial vehicles (UAVs), also known as drones. Being decentralized and autonomous implies that all members make their own decisions and fly depending on the dynamic information received from other unmanned aircraft in the area. We consider a variety of realistic characteristics, including time delay and communication locality. For this flocking flight, we do not possess control for central data processing or control over each UAV, as each UAV runs its collision avoidance algorithm by itself. The main contribution of this work is a mathematical model for stable group flight even in adverse weather conditions (e.g., heavy wind, rain, etc.) by adding Gaussian noise. Two of our proposed variance control algorithms are presented in this work. One is based on a simple biological imitation from statistical physical modeling, which mimics animal group behavior; the other is an algorithm for cooperatively tracking an object, which aligns the velocities of neighboring agents corresponding to each other. We demonstrate the stability of the control algorithm and its applicability in autonomous multi-drone systems using numerical simulations.

Advanced Evacuation Analysis for Passenger Ship Using Penalty Walking Velocity Algorithm for Obstacle Avoid (장애물 회피에 페널티 보행 속도 알고리즘을 적용한 여객선 승객 탈출 시뮬레이션)

  • Park, Kwang-Phil;Ha, Sol;Cho, Yoon-Ok;Lee, Kyu-Yeul
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.1-9
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    • 2010
  • In this paper, advanced evacuation analysis simulation on a passenger ship is performed. Velocity based model has been implemented and used to calculate the movement of the individual passengers under the evacuation situation. The age and gender of each passenger are considered as the factors of walking speed. Flocking algorithm is applied for the passenger's group behavior. Penalty walking velocity is introduced to avoid collision between the passengers and obstacles, and to prevent the position overlap among passengers. Application of flocking algorithm and penalty walking velocity to evacuation simulation is verified through implementation of the 11 test problems in IMO (International Maritime Organization) MSC (Maritime Safety Committee) Circulation 1238.

Implementation of the Arrangement Algorithm for Autonomous Mobile Robots (자율 이동 로봇의 정렬 군지능 알고리즘 구현)

  • Kim, Jang-Hyun;Kong, Seong-Gon
    • Proceedings of the KIEE Conference
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    • 1998.07g
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    • pp.2186-2188
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    • 1998
  • In this paper, Fundamental rules governing group intelligence "arrangement" behavior of multiple number of autonomous mobile robots are represented by a small number of fuzzy rules. Complex lifelike behavior is considered as local interactions between simple individuals under small number of fundamental rules. The fuzzy rules for arrangement are generated from clustering the input-output data obtained from the arrangement algorithm. Simulation shows the fuzzy rules successfully realizes fundamental rules of the flocking group behavior.

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